Not only do you annihilate UV, but do so with the additional monsters we added for co-op play, plus you seem to go out of your way to wake more monsters up and make things even harder for yourself. This is a pleasure to watch :)

The updated version is out, the Archvile is not trapped in this now which should hopefully make that part a bit harder :P

I once had a much better start, but somehow after the teleport I got stuck. I suppose one monster teleported first and was wandering around, and when I teleported we were close enough to get stuck in each other but not enough for me to telefrag it ? That teleporter would have worked better with "block monster" lines in my opinion, although admittedly it's not a big thing, I was just a bit annoyed to lose a great demo from a bug. :p

Phml said:
I was just a bit annoyed to lose a great demo from a bug. :p

Ahh, I noticed that teleport too though I figured monsters would get telefragged anyway. Sorry :/

vdgg said:
A Tyson for MAP03 :)

Impressive! Making the lift in the red key door, I almost put another sound block line further up the passage to stop people doing what you did, but thought I'd see if anyone figured it out, so nice work ;) The Manc you pistoled might have been easier to berserk using the blocks in the room as cover, like you did with the Imps directly afterwards? You make the end room look so easy, I can't even do that well with the SSG!

I almost put another sound block line further up the passage to stop people doing what you did

In my case, it would add some difficulty. In general I think it's good you left it as it is: if someone's really low on health, lowering the imps two by two gives him a chance to survive and continue playing (plus, it's funny to watch IMO)

The texture designs in these levels are gorgeous! The Sliderdemon is an interesting idea too - does he have a melee attack with that hammer? I imagine that getting cracked across the skull with that would hurt more than a Skelly fist!

The Haymaker doesn't have a melee attack though that's a really cool idea!

We've already had someone PM us about basing a monster off him (with some awesome sprite modifications) and permissions on the wad permit works based on anything we've done, so if you wanted to use him in your own maps with an additional melee then please do, it would be cool to see.

It's always neat when someone comes up with a new and novel monster to add interest or challenge to a level, whether it's the tough Afrits or the agile Haymaker (he sure gets around quickly!). Players who have "seen it all" have something new to play with all over again :)

And new textures are an attractive proposition if they're done well, as these ones certainly were.

A monster based off the Haymaker hmm? Could be very interesting indeed... I'm watching this space.

...Zooming in seems to confirm my suspicion, that there are indeed two "secret" sectors here. Did a -nomonsters. Walking into this room "reveals a secret", and noclipping up onto that ledge in front of the shootable switch (Secret2) "reveals a secret" as well - It has indeed been mistakenly tagged as another secret. (It's nice that PrBoom considers a sector walked on even in noclip.)

Second exit, took 28 seconds off the first. Much cleaner apart from any bit of it that involves revenants, i just seem incapable of dealing with them correctly tonight. Or aiming my chaingun properly. Or not getting snagged on every fucking lamp. Should be able to get this under 7 mins, but not tonight, too much Becks is in my blood.